Search found 781 matches
- Tue Nov 27, 2007 4:35 pm
- Forum: NES Music
- Topic: How do sunsoft and nintendo hide thier music in NES RAM?
- Replies: 4
- Views: 4715
Umm.... what? SMB2, SMB3, Journey to Silius, and Hebereke all have their music engine and data in ROM (everything in the game must be stored in the ROM at some point). Music engines of course also use RAM for runtime stuff. I'm quite sure there's no special compression or tricks these paticular gam...
- Mon Nov 26, 2007 8:39 pm
- Forum: NES Music
- Topic: How do sunsoft and nintendo hide thier music in NES RAM?
- Replies: 4
- Views: 4715
How do sunsoft and nintendo hide thier music in NES RAM?
I looked at both SMB2 and 3, Journey to Silius and Hebereke. They seem to Hide thier music engine in RAM. What trick did they do to initialize like that, In FCEUXD (all versions) It seems to be hidden. Did they Initialize it before PRG-ROM/RAM appeared. IF so, How can I put music from Journey to Sil...
- Sun Nov 25, 2007 10:20 pm
- Forum: NESdev
- Topic: How do you make the player animate simular to the smurfs?
- Replies: 8
- Views: 4184
How do you make the player animate simular to the smurfs?
I recently found ''The Smurfs (E).nes'' and it uses CHR-RAM. One thing i wondered about the game's CHR-RAM player animation though, I need to implent a ''Animate Character using only 1 Character in 32x32 (or 16x32) Slots in the CHR-RAM'' in my game. I need some help in getting 16x32(or 32x32) charac...
- Sun Nov 18, 2007 10:57 am
- Forum: NESemdev
- Topic: enhanced NES 8Color PPU emu theory/idea/development
- Replies: 11
- Views: 4717
enhanced NES 8Color PPU emu theory/idea/development
I have came up with a theory that could be possible: There is a possibility that I (or someone) can create a NES emulator enhancement. Modifying the PPU code, and turning 4-colors-per-4-palettes-2-times into 8-colors-per-2-palettes-2-times There is one good thing I made up: There should be no modifi...
- Sat Nov 10, 2007 8:09 pm
- Forum: NESdev
- Topic: Is there a Universial Map editor for Homebrew NES games?
- Replies: 10
- Views: 4386
Is there a Universial Map editor for Homebrew NES games?
I am creating a platformer, And there is no Map editor. Can anyone create a map editor If you have Delphi 3/4 (I do not have a copy), You can get the Gameboy Mep Editor and possibly modify it for NES. The source code for the Gameboy Map Editor is below (Not made by me, Harry Mulder made it!) http://...
- Sun Nov 04, 2007 7:16 pm
- Forum: NESdev
- Topic: Status Bar - SMB3/MMSILL/MMAINL/SMW(NESPirate) Help
- Replies: 9
- Views: 4092
Status Bar - SMB3/MMSILL/MMAINL/SMW(NESPirate) Help
How did they create Status bars like the one in SMB3, that are used in Similarity of Mickey Mouse (Safari in Letterland/Adventures in Numberland) and Super Mario World Pirate? I learned that it used horizontal mirroring (The status bars used in the games mentioned above used the bottom name table), ...
- Fri Nov 02, 2007 7:01 pm
- Forum: NESdev
- Topic: How can i make SMB attribute data similar to bill world's
- Replies: 6
- Views: 3785
- Fri Oct 26, 2007 3:32 pm
- Forum: NESdev
- Topic: How can i make SMB attribute data similar to bill world's
- Replies: 6
- Views: 3785
- Fri Oct 26, 2007 6:50 am
- Forum: NESdev
- Topic: How can i make SMB attribute data similar to bill world's
- Replies: 6
- Views: 3785
How can i make SMB attribute data similar to bill world's
In the SMB1 source code, Every attribute only goes to only one place. example: MetatileGraphics_Low: .db <Palette0_MTiles, <Palette1_MTiles, <Palette2_MTiles, <Palette3_MTiles MetatileGraphics_High: .db >Palette0_MTiles, >Palette1_MTiles, >Palette2_MTiles, >Palette3_MTiles Palette0_MTiles: .db $24, ...
- Sun Oct 14, 2007 4:55 pm
- Forum: NES Music
- Topic: More NSF Requests
- Replies: 3127
- Views: 1411191
Are you thinking of Sesame Street ABC, Sesame Street 123, Big Bird's Hide and Speak (with voices), and Sesame Street Countdown (with voices)? No, I'm pretty sure it was mickey mouse. The titles are ''Mickey's Adventures in Numberland'' and ''Mickey's Safari in Letterland'' by the same creators. (Hi...
- Thu Oct 11, 2007 7:26 pm
- Forum: NESdev
- Topic: The Incomplete SMB2 Disassembly Project
- Replies: 10
- Views: 5854
- Sat Oct 06, 2007 1:25 pm
- Forum: NESdev
- Topic: The Incomplete SMB2 Disassembly Project
- Replies: 10
- Views: 5854
Can you mix this with FCEUABS?
http://www.angelfire.com/nc/ugetab/fceu ... 07_NSF.rar
It helps you debug NSFs.
http://www.angelfire.com/nc/ugetab/fceu ... 07_NSF.rar
It helps you debug NSFs.
- Fri Sep 28, 2007 8:59 pm
- Forum: NESdev
- Topic: The Incomplete SMB2 Disassembly Project
- Replies: 10
- Views: 5854
Re: The Incomplete SMB2 Disassembly Project
Because of other demands, I must delay working on this, but I would like to help others to work on this too, if they would like. If anyone wants to provide any input on this (particularly modifications adding labels), then go here: http://beneficii.net/smb2/ This isn't begging or anything, this is ...
- Tue Sep 25, 2007 4:20 pm
- Forum: Newbie Help Center
- Topic: which assembler to use?
- Replies: 41
- Views: 13454
A close alternative to NESASM I have found, is ASM6 by loopy. Almost the same syntax as NESASM and so far no problems with my limited testing. :D ASM6 is the way to go, It is a faster replacement for both NESASM and x816. In fact, It has the same syntax as x816, Instead of the DB and DW there is BY...
- Sun Sep 02, 2007 8:05 pm
- Forum: NESemdev
- Topic: Is it possible to make a NEW midi logger for NSF/NES roms
- Replies: 3
- Views: 2118
Is it possible to make a NEW midi logger for NSF/NES roms
I wanted something like this, Only one that is better than NSF2MIDI and without buying.
See what I mean here:
http://fms.komkon.org/iNES
Can someone recode a better ''MIDI-Recorder'' on an FREE emulator?
See what I mean here:
http://fms.komkon.org/iNES
Can someone recode a better ''MIDI-Recorder'' on an FREE emulator?